camerjam mobile marketing masterclass m academy

26
Mobile Apps Mobile Retail & Brand Masterclass 24 April 2012 - Munich

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Mobile UI/UX presentation

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Page 1: Camerjam mobile marketing masterclass m academy

Mobile Apps

Mobile Retail & Brand Masterclass 24 April 2012 - Munich

Page 2: Camerjam mobile marketing masterclass m academy

? Usability

User Experience

Page 3: Camerjam mobile marketing masterclass m academy

Definition „Usability“

degree of difficulty:

intuitive handling (ease of use)

and learnability (user adoption)

also: user-friendliness

Page 4: Camerjam mobile marketing masterclass m academy

Definition „Usability“

Quality of user interaction with a system.

User interface is defined as user-friendly, if it is simple

and intuitive, suits for use case and user scenario.

This includes methods of measurability:

practicability (suitable), efficiency (quick),

accessibility (barrier-free), typography, ergonomics,

etc.

Only since 2010 there are international common

standards

Page 5: Camerjam mobile marketing masterclass m academy

Definition „User Experience“

Individual, subjective, personally

„felt“ user‘s impression of a product.

Page 6: Camerjam mobile marketing masterclass m academy

Combination and interaction of anticipation &

expectations, impressions, practical experience and

evaluation

(incl. both, usability and fun factor)

of a product, system or service (or sum of them),

involving or integrating context, with subjectively

imposed standards and user estimation, fluctuating and

varying.

Definition „User Experience“

Page 7: Camerjam mobile marketing masterclass m academy

Interface of human-machine

interaction

also: UI =

graphical design and control concept

Definition „User Interface“

Page 8: Camerjam mobile marketing masterclass m academy

Human-machine interaction (HMI) interface

based on and optimized for human capabilities and needs,

enabling the user to control and operate a machine or

system with mutual input / output interpretation.

This includes graphical design, display (visual),

microphone and speakers (audio), human-device interface

(HDI) accessories like keyboard, mouse or pen, haptic

feedback, finger touch and gestures, etc.

Definition „User Interface“

Page 9: Camerjam mobile marketing masterclass m academy

User Experience

Usability + User Interface + their consistency

Functionalities + added value

Individual expectations

Components of communication

Fun factor (gamification)

Context

Page 10: Camerjam mobile marketing masterclass m academy

UX: Consistency

Inconsistency of control concept and

graphical design of mobile OS,

esp. BlackBerry, Symbian and Android

e.g. on Android:

allocation of „Back“ and „Menu“ buttons,

insufficient definition of style guides

Page 11: Camerjam mobile marketing masterclass m academy

UX: Don‘ts

Request user input for self-evident or

unnecessary information (waiver of

prefill)

Violation of OS style guide

Adopt or copy concepts from other OS

Unacceptably long start and reaction

times

Page 12: Camerjam mobile marketing masterclass m academy

UX: Do‘s

Consistent, clear and obvious structure

Intuitive controls (not requiring manuals)

Short distances for clicks

Obvious Use Cases (smartphone vs. tablet !)

and

dedicated added value versus mobile web site

Reasonable and complete standard settings

Landscape mode support

Page 13: Camerjam mobile marketing masterclass m academy

UX: Examples

Positive (full screen game iOS) Positive (full scrren game WP7)

Page 14: Camerjam mobile marketing masterclass m academy

UX: Examples

Negative (iOS Settings) Positive (iOS Settings)

Page 15: Camerjam mobile marketing masterclass m academy

UX: Examples

Negative (iOS App) Positive (iOS App)

Page 16: Camerjam mobile marketing masterclass m academy

UX: Examples

Negative (Android App) Positive (Android App)

Page 17: Camerjam mobile marketing masterclass m academy

UX: Examples

Negative (WP7 App) Positive (WP7 App)

Page 18: Camerjam mobile marketing masterclass m academy

UX: Examples

Positive (iOS App) Positive (WP7 App)

Page 19: Camerjam mobile marketing masterclass m academy

UX: Examples

Positive (iOS App) Positive (WP7 App)

Page 20: Camerjam mobile marketing masterclass m academy

UX: Context

UX may also significantly depend on

context.

E.g.: a banking app must not be playful or

higgledy-piggledy, but serious and lucid,

the design must suit to the banking and

security use case and claims.

Page 21: Camerjam mobile marketing masterclass m academy

UX: Context

App Store: app description and

pics

Information politics

Update frequency

Extensions: Social Plugins,

sharing

Utilization of app ecosystem

Page 22: Camerjam mobile marketing masterclass m academy

Golden Ratio

Since ≈ 2400 years,

in mathematics and arts,

the Golden Ratio or Divine Proportion

applies to 2 quantities as follows:

This ratio is the golden figure

ⱷ (Phi) ≈ 1.618

Page 23: Camerjam mobile marketing masterclass m academy

Rule of Thirds

Every photographer knows that

desired objects are to be placed

in thirds.

Laying such a pattern of lines

onto a WP7 display you can

easily see that elements are

placed in an optimal way.

Page 24: Camerjam mobile marketing masterclass m academy

Golden Ratio

Laying the Golden Ratio‘s helix

onto the display you can see

that empty spaces are also set

in an optimal way.

Live Tiles are especially

emphasized and the total

composition looks balanced.

Page 25: Camerjam mobile marketing masterclass m academy

Design Guides

iOS:

http://bit.ly/iOSDesignGuides

Android:

http://bit.ly/AndroidDesignGuides

Windows Phone:

http://bit.ly/WP7DesignGuides

Page 26: Camerjam mobile marketing masterclass m academy

Thank You

very much

André Haase Franz Haslbeck

Composed by: Franz Haslbeck, André

Haase

Presented by: Franz Haslbeck